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− | '''Defense''' is an [[edge (HTR)|edge]] path for the [[Imbued (HTR)|Imbued]] of the [[Defender]] [[creed]] in [[Hunter: The Reckoning]]. It is a protective path, but it differs from others of its kind, most notably [[Martyrdom]]. The edges are suited for those who are tactically minded. |
+ | '''Defense''' is an [[edge (HTR)|edge]] path for the [[Imbued (HTR)|Imbued]] of the [[Defender]] [[creed]] in [[Hunter: The Reckoning]]. It is a protective path, but it differs from others of its kind, most notably [[Martyrdom]]. The edges are suited for those who are tactically minded. They are useful for those who know when to strike, and when to pull back. |
==Standard Edges== |
==Standard Edges== |
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− | *{{dot|1}} '''''Ward''''' - The imbued can keep weak willed monsters at bay, their force of will keeping the hordes of darkness at bay. |
+ | *{{dot|1}} [[File:EdgeWard.png|thumb|Ward]]'''''Ward''''' - The imbued can keep weak willed monsters at bay, their force of will keeping the hordes of darkness at bay. |
− | *{{dot|2}} '''''Rejuvenate''''' - Strengthens an imbued's natural healing, and enables them to heal others. |
+ | *{{dot|2}} [[File:EdgeRejuvenate.png|thumb|Rejuvenate]]'''''Rejuvenate''''' - Strengthens an imbued's natural healing, and enables them to heal others. |
*{{dot|3}} '''''Brand''''' - The imbued can brand a supernatural creature with a mark that is always visible to everyone. |
*{{dot|3}} '''''Brand''''' - The imbued can brand a supernatural creature with a mark that is always visible to everyone. |
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*{{dot|4}} '''''Champion''''' - Forces a Defender's supernatural foes to confront them rather than anyone else. |
*{{dot|4}} '''''Champion''''' - Forces a Defender's supernatural foes to confront them rather than anyone else. |
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*{{dot|3}} '''''Stand''''' - The imbued can temporarily hold off death despite being seriously injured, still able to keep fighting or moving. |
*{{dot|3}} '''''Stand''''' - The imbued can temporarily hold off death despite being seriously injured, still able to keep fighting or moving. |
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*{{dot|4}} '''''Protect''''' - Makes the Defender resistant to harm from the attacks of supernatural creatures and their powers. |
*{{dot|4}} '''''Protect''''' - Makes the Defender resistant to harm from the attacks of supernatural creatures and their powers. |
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− | *{{dot|5}} '''''Blast''''' - Unleashes a ring of electrical energy from the Defender's body that expands outward, showering any monsters it contacts in a hail of |
+ | *{{dot|5}} [[File:EdgeBlast.png|thumb|Blast]]'''''Blast''''' - Unleashes a ring of electrical energy from the Defender's body that expands outward, showering any monsters it contacts in a hail of miniature lightning bolts. |
==References== |
==References== |
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* {{b|HTR|Hunter: The Reckoning Rulebook|pdf=639|nip=1}} |
* {{b|HTR|Hunter: The Reckoning Rulebook|pdf=639|nip=1}} |
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* {{b|HTR|Hunter Book: Defender|pdf=1547|nip=1}} |
* {{b|HTR|Hunter Book: Defender|pdf=1547|nip=1}} |
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{{HTRedges}} |
{{HTRedges}} |
Revision as of 05:20, 28 August 2020
Defense is an edge path for the Imbued of the Defender creed in Hunter: The Reckoning. It is a protective path, but it differs from others of its kind, most notably Martyrdom. The edges are suited for those who are tactically minded. They are useful for those who know when to strike, and when to pull back.
Standard Edges
- Ward - The imbued can keep weak willed monsters at bay, their force of will keeping the hordes of darkness at bay.
- Rejuvenate - Strengthens an imbued's natural healing, and enables them to heal others.
- Brand - The imbued can brand a supernatural creature with a mark that is always visible to everyone.
- Champion - Forces a Defender's supernatural foes to confront them rather than anyone else.
- Burn - Infuses the Defender with a searing energy that burns anyone who touches or is touched by them.
Alternate Edges
- Alarm - The imbued creates an invisible security perimeter, warning them if supernaturals approach.
- Lock - This edge seals anything against supernatural passage, intrusion or observation.
- Guard - The Defender can watch over someone from a distance, immediately being alerted if that person is in danger of being affected or harmed by a supernatural being.
- Stand - The imbued can temporarily hold off death despite being seriously injured, still able to keep fighting or moving.
- Protect - Makes the Defender resistant to harm from the attacks of supernatural creatures and their powers.
- Blast - Unleashes a ring of electrical energy from the Defender's body that expands outward, showering any monsters it contacts in a hail of miniature lightning bolts.
References
Vengeance · Defense · Solitude · Innocence · Judgement · Martyrdom · Redemption · Visionary · Deviance |